Search found 159 matches

by R.D.
Sat May 26, 2018 8:31 am
Forum: Developer Discussion
Topic: changing time in worldtime component of DaggerfallUnity entity while game is running makes unity freeze
Replies: 12
Views: 294

Re: changing time in worldtime component of DaggerfallUnity entity while game is running makes unity freeze

with my little change the problem stops existing for developers at runtime as well.
Oh I must have skipped over that bit, I didn't see that you had put in a fix. Then I agree, let's not worry about it.
by R.D.
Sat May 26, 2018 8:17 am
Forum: Developer Discussion
Topic: changing time in worldtime component of DaggerfallUnity entity while game is running makes unity freeze
Replies: 12
Views: 294

Re: changing time in worldtime component of DaggerfallUnity entity while game is running makes unity freeze

I'm sure this is caused by the stuff I've added. As you guys said the problem is the current time becoming less than the last tracked game minute, so (lastGameMinute - currentGameMinute) becomes negative, causing problems. There are lots of game events that happen in classic on a game minute basis, ...
by R.D.
Sat May 26, 2018 7:53 am
Forum: Developer Discussion
Topic: %reg likely not giving current region in all instances but rather give region related to specific context
Replies: 4
Views: 70

Re: %reg likely not giving current region in all instances but rather give region related to specific context

The way it works in classic is that it's always the current region except for when the game is writing a rumor to RUMORS.DAT. When writing a rumor it's temporarily set to a specified region or to a random region, the rumor is written to the file, and then it's returned to the current region.
by R.D.
Sat May 19, 2018 12:04 pm
Forum: General
Topic: Daggerfall Mechanics thread: Volunteers welcome
Replies: 127
Views: 20819

Re: Daggerfall Mechanics thread: Volunteers welcome

It be possible to fix or change in unity? Like you will be impisoned for most horrible type of crime you did, not the last one and that guards will not attack you while you in court I did the guard work so far. Yes, it could be fixed, but I was focusing on getting the original game's behavior recre...
by R.D.
Sat May 05, 2018 4:23 pm
Forum: Help & Support
Topic: Build #107 Enemy Spawning When They Shouldn't
Replies: 13
Views: 560

Re: Build #107 Enemy Spawning When They Shouldn't

Sometimes it says "you cannot rest when enemies are nearby", sometimes not.
Yes I've noticed this, too. I think Interkarma may have alleviated this but you can still pile up a lot of monsters if you sleep outside for a long time.
by R.D.
Sat May 05, 2018 4:20 pm
Forum: Help & Support
Topic: Build #107 Enemy Spawning When They Shouldn't
Replies: 13
Views: 560

Re: Build #107 Enemy Spawning When They Shouldn't

Classic doesn't spawn random encounters in towns by loitering. Not just in towns, random encounters are prevented from spawning at all in classic when loitering (I believe quest-related enemies can spawn). Since you can't sleep outside in towns you have to encounter random enemies that spawn outsid...
by R.D.
Thu Apr 05, 2018 2:16 pm
Forum: Developer Discussion
Topic: Head Swaying from damage
Replies: 21
Views: 905

Re: Head Swaying from damage

Aren't there damage types in Daggerfall? (e.g. the thing that makes blunt weapons more damaging to skeletons). Couldn't that have an influence? Or does reverse engineering indicate that it's definitely just damage amount? The latter. The only value passed to the function that sets the "head-shaking...
by R.D.
Wed Apr 04, 2018 11:38 am
Forum: Developer Discussion
Topic: Head Swaying from damage
Replies: 21
Views: 905

Re: Head Swaying from damage

EDIT: if you ask me, I think that in classic, each enemy has a hit force that gets applied to the player which makes his view sway. Try getting hit by a zombie when you're lower level and you'll see right away that it's a lot worse than getting hit by even another human class enemy. Interesting ide...
by R.D.
Sat Mar 31, 2018 2:38 pm
Forum: Community
Topic: OpenTESArena 0.6.0 Released!
Replies: 14
Views: 1419

Re: OpenTESArena 0.6.0 Released!

Btw I noticed today that a "transition up" voxel in a random dungeon didn't work , I just walked inside of it. This was using the latest commit. Is it a known issue?
by R.D.
Sat Mar 31, 2018 2:20 pm
Forum: Community
Topic: OpenTESArena 0.6.0 Released!
Replies: 14
Views: 1419

Re: OpenTESArena 0.6.0 Released!

Edit: on a side note, the floppy version of Arena only played one dungeon track while the CD version chose from a selection. Hey afritz1, I've seen you mention this a few times, but I've done some testing today and found this isn't quite correct. The actual difference is between whether you are usi...